public void OnFrozenWellShatterTimelineDone(Script_CrackableStats ice) { Script_InteractableObjectEventsManager.IceCrackingTimelineDone(this); // Hide Ice Remains. HideIce(); }
// ------------------------------------------------------------------ // Timeline Signals public void HideWell() { wellObjects.ForEach(obj => obj.SetActive(false)); // Preemptively hide all other Frozen Wells. Script_InteractableObjectEventsManager.FrozenWellDie(this); // Hide Ice on disable in case player exits before the Shattering Timeline completes. // (OnFrozenWellShatterTimelineDone's HideIce will not be called in this case). isHideOnDisable = true; }
protected override void ActionDefault() { if (CheckDisabled()) { return; } WellSFX(); // Fire interaction event that Puzzle Controller can react to. Script_InteractableObjectEventsManager.WellInteract(this); }
public virtual void TurnOn() { isOn = true; rendererChild.GetComponent <SpriteRenderer>().sprite = onSprite; if (!isStateless) { game.SetSwitchState(switchId, true); } if (!isSFXOverriden) { GetComponent <AudioSource>().PlayOneShot(Script_SFXManager.SFX.SwitchOn, Script_SFXManager.SFX.SwitchOnVol); } if (onAction.CheckUnityEventAction()) { onAction.Invoke(); } Script_InteractableObjectEventsManager.SwitchOn(nameId); }